Other Rules
Encounters
Movement, Area of Influence, Attacks of Opportunity, APM, and Hidden Fate.
Encounter geometry — how far you move, who threatens whom, and when free attacks trigger — sits under the combat loop on the Combat page.
Movement
One of your two Standard Actions, unless you sprint.
- All characters move 30′ per round as 1 of 2 Standard Actions (40′ for Aiel).
- Double that distance when sprinting (Full Round Action).
- All characters may move 5 feet as a free action each round, if they do not also use a standard move action this turn.
Area of Influence (AoI)
The zone where you can make an Attack of Opportunity.
- Usually 5′ for melee or 15′ for ranged.
- Polearm-type weapons: usually 10′.
Attack of Opportunity (AoO)
Mover “invokes”; stationary character may “take” the AoO.
- When a character enters or leaves another’s AoI, the stationary character may make a free Standard Attack (not an ability) against the mover. One AoO per round unless an ability says otherwise.
- Ranged weapon: AoO into or out of your AoI can be a ranged Standard Attack without Disadvantage — even if the enemy ends adjacent.
- Melee weapon: Standard Attack AoO when they enter or leave your AoI.
- Disengage (replaces attack action): immune to AoOs for the rest of the round from any enemy; you still need a movement action to leave.
- Forced movement (explosion, weave shove, etc.) does not invoke an AoO unless stated otherwise.
Attacks per Melee (APM)
From your class level chart.
- APM is how many attacks your class gets at your current level. Example: +4 / +2 / +1 is 3 APM.
Hidden Fate
GM tracks exact HP — players read the battlefield by condition labels.
- Scraped
- < 100% health
- Wounded
- < 75% health
- Bloodied
- < 50% health
- Barely Standing
- < 25% health
- Unconscious
- ≤ 0 HP
- Permadeath
- < −9 HP
Wheel of Time RPG · Encounters Rules manual